ShrayKhanna

Art Lead at Dhruva Interactive

Started working as an environment artist in V-being in delhi worked on some outsourced projects and gained some really good knowledge and experience there.
Then worked with Trine Games in Mumbai as a senior environment and texture artist and also worked on characters modeling and texturing too, here i Worked on some really good In-house projects, and got to work on several good outsourced projects too.
Presently working in Dhruva Interactive as a Experienced game artist - Lead, handling a team of 6 people for AAA quality games.

Sculpting:• Environment Sculpting: Includes sculpting of highly detailed objects and terrain etc for the generation of various maps to be used in shaders i.e. normal, occlusion, curvature, cavity, displacement maps etc.

Technical:• Game Engines: Working from modeling stage of assets to in-game integration (includes importing of mesh and creation of shaders) for optimum output.

Freelance 3D Modeler/Texture Artist

Self

Oct 2009 - Present (7 years 2 months)

Started working on some freelance modeling and texturing projects too.

Sr. Modeler & Texture artist

Trine Games

Oct 2007 - Apr 2011 (3 years 6 months)

Job Profile:

3D modeling:• Environment Modeling: Includes high polygon and low polygon modeling of objects, props and vehicles.• Character Modeling: Includes high polygon and low polygon modeling of characters and their armors.Texturing:• Environment/ Character Texturing: Includes generating and creating of various maps, i.e. Normal maps, Specular maps, Occlusion maps etc. and diffuse maps either hand painted or photo reference based.Sculpting:• Character/Environment Sculpting: Includes sculpting of Characters and Environments for generation of various maps required.Technical:• Game Engines: Working from modeling stage of assets to in-game integration (includes importing of mesh and tweaking shaders) for optimum output.

3D Modeler Texture Artist

V-Being

Jun 2006 - Oct 2007 (1 year 4 months)

Job Profile:

3D modeling:• Environment Modeling: Includes high polygon and low polygon modeling of objects, props and vehicles.• Character Modeling: Includes high polygon and low polygon modeling of characters and their armors.Texturing:• Environment/ Character Texturing: Includes generating and creating of various maps, i.e. Normal maps, Specular maps, Occlusion maps etc. and diffuse maps either hand painted or photo reference based.

Major Projects Worked on:

• FORD Off Road Racing: as Vehicle/Prop artist• ShortFuze: Client based project, worked on as a Prop artist.• Climax: Client based project, worked on as a Prop artist.• Quantic Dreams: Client based project, worked on as Sr. Environment artist.• Company’s Show reel: Created several assets for company’s in-house show reel.